@ExpressTomato52 Thank you for clarification.
I agree, given the length of this discussion, it shows you’re right in saying “it is not easy finding the balance”. However I believe besides implementing different techniques which are converging toward their artistic view of what this balance is, there are some actual shortcoming, if not bugs, to FS2020 night lighting which are solely related to rendering light orbs as point sprite.
The 2 problems right now with these orbs are quite simple to see and change, and won’t affect any other implementation direction much (unless there is a radically new way to make night lighting not using point sprites):
a) Not only they are larger than necessary, but their size doesn’t change with distance.
The former is probably a bug. My screenshots posted previously are showing the semi-transparent part of the point sprite (the halo) is white clipping, meaning most likely they are too bright and the clipping is turning the semi-transparent halo into a fully opaque circle, in turn, making the orbs larger than expected.
The later is probably an optimization side-effect, or just a temporary “boost” to distant brightness, but the end result is wrong. Because the light orbs size is constant regardless of the distance, this not only makes distant light relatively brighter than the nearest ones, but it is also causing a confusing soup of light in the distance. This is even more distracting and causing a lot of fuzziness in the distance, and even more so because they are displaying too large to get started. I can’t imagine how this would look in a VR headset where basically this could make you think you have a view problem needing corrective glasses.
b) Because it requires waiting incremental changes and even if they come up with an ideal solution (to them) it wouldn’t mean it would be ideal for the users, it could be helping having the means to adjust the night lighting technique parameters at the user level (if not changing among different techniques).
This is the idea expressed by @GrilledChippie here:
Not only having user configurations would permit experimenting with different approaches and sharing these settings between users, but it would also help identifying among all variations what are the most used ones, which would further help indicating whether users are really split between different ways to configuring the lights (say artistic or realistic) and in each case, what is the most agreed-on visuals.
[edited last paragraph for clarity]




















